using Godot;

public partial class BaseLevelState : Node
{
    [Signal]
    public delegate void OnStateEndEventHandler(BaseLevelState state);

    protected LevelStateMachime stateMachime;

    public override void _Ready()
    {
        base._Ready();
        stateMachime = GetParent<LevelStateMachime>();
    }

    public virtual void Enter() { }

    public virtual void Exit() { }
}